Methods and apparatus for providing secure logon to a gaming machine using a mobile device

ABSTRACT

A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. When a transaction is initiated on an EGM that requires the input of Sensitive Information data, such data can be input directly from the Player/Patrons Portable Electronic Device. Hence, such input of their Sensitive Information data is more discrete, and generally out of plain view from the other Player/Patrons.

PRIORITY CLAIM

This application is a continuation of, claims the benefit of andpriority to U.S. patent application Ser. No. 15/270,828, filed on Sep.20, 2016, which is a continuation of, claims the benefit of and priorityto U.S. patent application Ser. No. 14/875,469, filed on Oct. 5, 2015,now U.S. Pat. No. 9,852,578, which is a continuation of, claims thebenefit of and priority to U.S. patent application Ser. No. 14/181,372,filed on Feb. 14, 2014, now U.S. Pat. No. 9,875,607, which is acontinuation-in-part of, claims the benefit of and priority to U.S.patent application Ser. No. 13/181,725, filed on Jul. 13, 2011 and whichis a continuation-in-part of, claims the benefit of and priority to U.S.patent application Ser. No. 13/478,551, filed on May 23, 2012, theentire contents of which are each incorporated by reference herein.

BACKGROUND

Developing and maintaining a loyal customer base is a critical componentof operating a successful casino enterprise. To develop a loyal customerbase, casino enterprises attempt to generate interactions with theirpatrons that provide a unique and personalized game playing experience.As an example, casino enterprises offer patrons the opportunity toparticipate in a loyalty program. Via the loyalty program, patrons areoffered various promotions and free items that encourage the patron toreturn to the casino.

In the loyalty program, the promotions can be tailored to the patron'spreferences. As an example, if preferred, a patron can choose to receivepromotional credits for game play on an electronic gaming machine andinformation regarding this preference can be stored to an accountassociated with the loyalty program. In general, information regardingthe patron's preferences in regards to promotions as well as otheractivities within the casino enterprise, such as food, drink and roompreferences, can be stored to their account associated with the loyaltyprogram. The patron information stored in the account can be used topersonalize the service and the game playing experience provided by thecasino enterprise.

An ever increasing portion of patrons that visit casinos are regularlycarrying portable electronic devices, such as smart phones, laptops,netbooks and tablet computers, on their person. The portable electronicdevices provide 1) a means of communication allowing the patron tocommunicate with other individuals within or outside of a casino via anumber of different communication modes, 2) a source of news andinformation, 3) a portal to the patron's on-line activities, such associal media applications, 4) support for entertainment features, suchas audio/video playback and gaming applications, 5) a repository forpersonal information, such as financial information that enablesfinancial transactions in a mobile wallet applications and 6) a means ofcapturing information, such as video images and audio recordings. Thus,portable electronic devices, such as smart phones, are becomingessential tools and in some instances, the primary electronic interfacefor many individuals.

The popularity of portable electronic devices allows for the possibilityof utilizing their capabilities to further personalize and enhance thegaming experience in a casino gaming environment. In view of the above,methods and apparatus are desired that allow for complementaryinteractions with a portable electronic devices within a casinoenvironment, such as when a patron is participating in game play on anelectronic gaming machine.

SUMMARY

A gaming system compatible with patron-controlled portable electronicdevices, such as smart phones, portable entertainment electronics,netbooks, laptops, and tablet computers, is described. The gaming systemcan include a server coupled to a number of different electronicwager-based gaming machines. The EGMs can be located within a singlegaming establishment, such as a casino, or the EGMs can be distributedacross multiple gaming establishments within a gaming enterprise.

In one specific embodiment, the EGM is configured to receive aninitiation of a transaction on the EGM that requires the input ofSensitive Information (SI) for continuance of the transaction, andestablish communications with a PED. The EGM is further configured toreceive SI data input from the PED, and validate the received input SIdata in order to further said continuance of the transaction.

In another embodiment, the EGM is configured to include a wirelessinterface for direct communications with the PED and establishedcommunications are via the wireless interface. The communications areperformed with a secure pairing with the PED.

In particular configurations, the communications with the PED are via aremote server in communication with the PED. For instance, the remoteserver can function as a communication intermediary between an EGM and aPED. In addition, the server can be configured to perform operationsthat allow SI data to be input and entered from a PED. The server can belocated on a casino area network which is internal to the casino, whichin turn, casino area network can be isolated from external networks suchas the Internet.

In another embodiment, the validation of the input SI data includescomparing the input SI data with stored SI data in either of the EGM andthe remote server. In the event that the input SI data is determinedvalid, the EGM is configured to communicate with the PED informing ofthe validation of input SI data, and in the event that the input SI datais determined invalid, communicate with the PED informing of theinvalidation of the input SI data.

In one particular embodiment, the input SI data may include a wager, aPIN, a password, an account number, biometric input, game play input,social security, a name, a phone number, and an address. The selectedtransaction requiring the input SI data may include an account login, aplayer tracking transaction, a cash-out, game play, a cash transfertransaction, a player club operations transaction or an enrollmenttransaction for a promotion.

In another aspect of the present invention, a computer readable mediumis provided for executing computer code on a processor in a wager-basedelectronic gaming machine that includes computer code for receiving aninitiation of a transaction on the EGM that requires the input ofSensitive Information (SI) for continuance of the transaction, andcomputer code for establishing communications with a PED. The computerreadable medium further includes computer code for receiving the inputSI data input from the PED; and computer code for validating the inputSI data in order to further said continuance of the transaction.

Yet another aspect of the present invention includes a casino server,having a processor and a memory configured to communicate with aplurality of wager-based electronic gaming machines (EGMs), configuredto receive an initiation of a transaction from an EGM that requires theinput of Sensitive Information (SI) for continuance of the transaction,and to establish communications with a PED. The casino server is furtherconfigured to receive input SI data input from the PED, and to validatethe input SI data in order to further said continuance of thetransaction on the server.

BRIEF DESCRIPTION OF THE DRAWINGS

The embodiments will be readily understood by the following detaileddescription in conjunction with the accompanying drawings, wherein likereference numerals designate like structural elements, and in which:

FIG. 1 shows a block diagram of a gaming system including EGMs, a serverand portable electronic devices in accordance with the describedembodiments.

FIGS. 2A-2D are block diagrams illustrating mobile or portableelectronic screen displays that enable the input of sensitive data foran EGM from the mobile or portable electronic device itself inaccordance with the described embodiments.

FIG. 3A is a method in a gaming machine involving the input of personalSI directly from the portable electronic device for use in the EGMtransactions in accordance with the described embodiments.

FIG. 3B is a method in a server involving the input of personal SIdirectly from the portable electronic device for use in server/EGMtransactions in accordance with the preferred embodiments.

FIG. 4 shows a block diagram of a gaming device in accordance with thedescribed embodiments.

FIG. 5 shows a perspective drawing of a gaming device in accordance withthe described embodiments.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

In the following paper, numerous specific details are set forth toprovide a thorough understanding of the concepts underlying thedescribed embodiments. It will be apparent, however, to one skilled inthe art that the described embodiments may be practiced without some orall of these specific details. In other instances, well known processsteps have not been described in detail in order to avoid unnecessarilyobscuring the underlying concepts.

A gaming system compatible with mobile or portable electronic devicescontrolled by users of the gaming system is described. The gaming systemcan include a number of features that encourage and enable the use ofmobile or portable electronic devices, such as cell phones, smartphones, portable entertainment electronics, netbooks, tablets or laptopcomputers, in a casino gaming environment. By way of example, forapplications requiring secure transactions, the player is currentlyrequired to enter their PIN, account, name, address, social security,phone number, etc. or other personal authorization of identificationinformation (i.e., Sensitive Information (SI)) on the EGM screen inorder to continue their transaction. In another example, communal gamesmay require the input of their wager or their playing strategies. Suchtransactions, for instance, include access to the play of communalgames, player tracking, accounting, cash-outs, mobile money transfers,general account settings or password or pass code recovery, etc.

Since the EGMs are often oriented adjacent and/or very close to oneanother, some players/patrons are hesitant about entering their personalor sensitive information directly into the EGM where others can easilyview the EGM screen and/or observe their key input of theirAuthorization or Personal Information. In communal games, in anotherexample, a Player/Patron may not desire others to observe their wager,their playing strategies, and especially their cards on the EGM screen.They also may not desire others to observe their credit balance whichitself constitutes Sensitive Information. Some players, thus, may bereluctant to enter such information in this manner, and ultimately electto not participate in the games offered at all.

According to the present invention, therefore, when a transaction on anEGM is initiated that requires the input of Sensitive Information (SI),such SI can be input directly into the keypad (or keyboard) of their ownpersonal Portable Electronic Device (PED) once that device is in securecommunication with the EGM or system server. Hence, the entered SI mayonly be viewed on the significantly smaller display of the portableelectronic device where the player can easily shield the keypad and/ordisplay from the view of others. Once the SI is entered into theirportable electronic device, such information is then transmitted to theEGM or server where, once validated, enables the patron to continuetheir secure transaction or game.

Details of embodiments involving the method and apparatus for enteringsensitive data (e.g., Sensitive Information) for an Electronic GamingMachine from a portable electronic device are described with respect tothe following figures. Device interactions within a gaming systemincluding EGM-portable electronic device communications are discussedwith respect to FIG. 1 where the input of sensitive and personal SI canbe input directly on the portable electronic device, and transmitteddirectly to the EGM and/or system server. With respect to FIGS. 2A-2D, aportable electronic device screen is shown illustrating an examplesequence of the input of SI from the portable device. In FIG. 3A, aflowchart is provided showing a method in the EGM related to the inputof personal SI direct from the portable electronic device for use in theEGM transaction is described. FIG. 3B, on the other hand, shows a methodin a system server related to the input of personal SI direct from theportable electronic device for use in an EGM transaction is described.Finally, with respect to FIGS. 4 and 5, additional details of gamingdevices including an EGM and the gaming system are described.

EGM-Portable Electronic Device Interfaces

In this section, some examples of interfaces on an EGM that enableportable electronic device interactions are described. FIG. 1 shows anEGM 2 with interfaces for interacting with a portable electronic device.The EGM 2 can be part of a gaming system that includes a number ofgaming devices and servers, such as sever 4. The communicationconnection 6 between the EGM 2 and the server 4 can be wired, wirelessor a combination of wired and wireless communication links depending onthe local and/or wide area network topology used within the gamingsystem. The EGM 2 can include a) displays, such as a main display 26 onwhich a wager-based game can be output, b) audio devices, such asspeaker 24 for outputting sounds from the EGM and c) a player inputpanel 28 including buttons for making inputs associated with the play ofthe wager-based game, as well as the input of Sensitive Information(SI). These devices can be controlled by a game controller (not shown)located within the cabinet of the EGM 2. Further details of the EGM'sgame controller and other gaming related methods that can be utilizedwithin the gaming system are described with respect to FIGS. 4 and 5.

The EGM 2 can include a number of different types of interfaces thatenable interactions with a mobile or portable electronic device, such asa cell phone, a smart phone, a laptop or a tablet computer. One type ofinterface is a power interface. Another type of interface, described inmore detail below is a communication interface which is the interfaceutilized in the present invention. Via a power interface, power can besupplied to the portable electronic device. For instance, powerinterfaces 32 and 34 can be configured to receive a connector thatallows an electronic device to be electrically coupled to the EGM 2. Inone embodiment, the power interface 32 and 34 can be configured toaccept a USB connector and thus, can be compatible with USB connectorpower requirements. Other types of power interfaces, such as a standard120V receptacle can be provided.

In general, one or more power interfaces can be provided. When two ormore power interfaces are provided the interfaces can employ the same ordifferent power configurations. For instance, when two interfaces areprovided, both can be configured to accept a USB connector or a firstcan be configured to be compatible with a USB connector while a secondcan be compatible with a two pronged connector. Thus, the voltage andcurrent supplied by each power interface can vary from interface tointerface depending on the power standard for which the power interfaceis configured. The one or more power interfaces can be located ondifferent surfaces of the EGM 2. For instance, power interface 32 islocated on an upper surface of the player input panel 28 and powerinterface 34 is located on a front surface of the player input panel 28.In other examples, the power interfaces can be located on a differentsurface, such as a front surface of the EGM cabinet.

A connector 18 is shown leading from power interface 32 to portableelectronic device (PED) 14 positioned on the player input panel 28 and aconnector 20 is shown leading from power interface 20 to a portabledevice (not shown) located in the pocket 10 of user 8. At the deviceend, the connector, such as 18 or 20, can include a power interfacecompatible with the portable device, such as device 14 or the devicelocated in the pocket of user 8. At the EGM end, the connector, such as18 or 20, can include a power interface compatible with the EGM powerinterface. The interfaces at each end of the connector can be coupledvia a cord. Typically, the interface between a connector (e.g., 18 or20) and a portable device varies widely from model to model and frommanufacturer to manufacturer where the interface at the device end cantransmit communications and/or power to the portable device. Thus, inone embodiment, the connector, such as 18 and 20, can be provided by theuser, such as 8.

In yet another embodiment, an interface 30 for wireless powertransmission can be provided on the EGM 2. As an example, player inputpanel 28 includes a wireless power interface 30, such as a Powermat™(Powermat Inc, Commerce Charter Township, Mich.). The wireless powerinterface can be compatible with a number of different types of devices.A portable device 16 is shown resting on the wireless power interface ina position that allows it to receive power via the wireless powerinterface 30. Power to the wireless power interface can be switched onand off depending on the machine status.

In particular embodiments, the interfaces 30, 32 and 34 can includesealing mechanisms that are configured to protect the interface in thecase of spill, such as a user spilling a drink on the interface.Further, the interfaces can be configured to protect againstelectrostatic discharge (ESD). The ESD protection can include isolationcircuits, filtering circuits, and suppression components, such asmultilayer varistors, silicon diodes, and polymer-based suppressors.Suppression components protect the circuit by clamping the ESD voltageto a level that the circuit can survive. Connected in parallel with thesignal lines, the suppressors clamp the ESD voltage and shunt themajority of the ESD current away from the data line, and the protectedchip, to the appropriate reference. Typical references are the powerrail and chassis ground.

In alternate embodiments, one or more of the interfaces 30, 32 and 34,can be configured as power and data interfaces or as a data onlyinterface. For instance, via interface 32 and connector 18, power anddata can be transmitted from the EGM 2 to the portable electronic device(PED) 14 or only data can be transmitted between the EGM 2 and the PED14. In one embodiment, for security purposes, when a data interface isprovided, the communications can be uni-directional such that only datacan be sent from the EGM 2 to the portable device via the datainterface. In other embodiments, the return communications that can besent from the device to the EGM 2 and recognized by the game controllercan be very limited for security purposes. The format of the returncommunications can be described by a communication protocol (and/orimplemented with an application program interface).

The EGM 2 can support one or more wireless communication interfaces forcommunicating with a PED, such as 14 or 16. For instance, a firstcommunication wireless interface can support Bluetooth™ communications,a second wireless communication interface can support communications viaWi-Fi™ (compatible with IEEE 802.11 standards) and a third wirelesscommunication interface can support a NFC communication protocol (seeFIG. 4 for more detail). In one embodiment, a wireless communicationinterface can be integrated or located proximate to the wireless powerinterface. For example, a wireless communication interface supporting anNFC communication protocol can be integrated with the wireless powerinterface 30. Thus, when the device 16 is placed near the wirelesscommunication interface 30, NFC formatted communication can occurbetween the device 16 and the EGM 2. In other embodiments, the wirelesscommunication interfaces can be placed in other locations within the EGM2. Thus, the placement near the wireless power interface is discussedfor the purposes of illustration only.

In one embodiment, the NFC communication can be used to exchangeinformation to allow a secure pairing to be established between auser-controlled device and the EGM 2. For instance, Bluetooth™ pairingoccurs when two Bluetooth devices agree to communicate with each otherand establish a connection. In order to pair two Bluetooth wirelessdevices, a password (passkey) is exchanged between the two devices. ThePasskey is a code shared by both Bluetooth devices, which proves thatboth users have agreed to pair with each other. After the passkey codeis exchanged, an encrypted communication can be set up between the pairdevices. In Wi-Fi paring, every pairing can be set up with WPA2encryption or another type of encryption scheme to keep the transferprivate. Wi-Fi Direct is an example of a protocol that can be used toestablish point-to-point communications between two Wi-Fi devices. Theprotocol allows for a Wi-Fi device pair directly with another withouthaving to first join a local network. The method makes it possible toshare media from a phone, play multiplayer games or otherwisecommunicate directly, even when no router exists. Via pairing betweenthe EGM 2 and portable electronic device, a portable electronic devicemay be able to utilize some of the functionality of secondary devicesresiding on the EGM 2. For instance, it may be possible for a player toprint something from their portable electronic device using the printeron the EGM 2 when it is paired to the EGM 2.

The EGM 2 can include one or more support structures configured toreceive a portable electronic device. The support structures can beintegrated into the EGM cabinet such that a device placed in the supportstructure isn't easily knocked out of the support structure andplacement of the device doesn't block access to input buttons on the EGM2 during game play. The support structure can be configured to support adevice various positions, such as upright, on its side or on its back.Further, the support structures can be configured to allow a devicereceived in the support structure to be positioned in a preferredorientation. For instance, device 14 is placed in a support structurewith a receptacle built into the player input panel 28 that allows thedevice to be orientated in an upright position. As another example,device 16 is placed flat on a ledge of the player input panel 28. Theledge can include an indentation or a high-friction material (anti-slip)that is designed to keep the device 16 from sliding off of the ledge.Support structures can be placed in other locations on the EGM cabinetand these examples are provided for the purposes of illustration only.

The support structure can include a stand or bracket for supporting thedevice. In one embodiment, the support structure can include a switchthat is activated by a weight of the portable electronic device. Theswitch may be used for device detection purposes. The support structurecan be sealed to provide protection in the event of spills. Further, itcan include other tamper-resistant features, such as features thatprevent the internal elements of the EGM 2 from being exposed. In oneembodiment, a NFC interface can be located proximate to the supportstructure, such that it can be utilized when a device is placed in thesupport structure.

In alternate embodiments, the support structure, data interfaces andpower interfaces can be incorporated into a secondary device utilized onthe EGM 2. For instance, one or more of a support structure, a powerinterface or a wireless interface can be incorporated into a playertracking unit with a smart interface board (SMIB), a card reader, a billvalidator or a printer. Further, all or a portion of the control of thepower interfaces and/or wireless interface in the manner describedherein can be performed by a secondary processor on the secondary devicein conjunction with or independently of the game controller on the EGM2. In another embodiment, all or a portion of the control of the powerinterfaces and/or wireless can be implemented in a “service window” typearchitecture (see FIG. 4 for more details).

In particular embodiments, the EGM 2 can be configured to provideindicators of a status of a power and/or data interface. For instance,in one embodiment, when a power and/or data interface is active, an iconindicating a status of the interface can be displayed on the EGM 2. Forexample, a lightning bolt 36 is shown on display 26 to indicate thatpower is actively being supplied to one of the power interfaces.Similarly, another icon can be displayed to represent an activecommunication session via a communication interface, such as acommunication interface involving a wired or wireless connection betweenthe EGM 2 and a PED.

In other embodiments, an interface, such as 30, 32 and 34, can besurrounded by lighted bezel, partially surrounded by a lighted bezel orinclude an indicator light near the interface. The lighted bezel can beconfigured to change color, emit a particular lighting pattern orcombinations, such as flashing or steady, to indicate that the powerinterface is delivering power. For instance, a bezel or indicator can belighted with a green color when power is being delivered to theinterface and a red color when power is cut-off to the interface. Inanother example, a status light can be turned on when power is beingdelivered via the interface and turned off when power is not beingsupplied. Similar, status indicators can be used for communicationinterfaces to indicate an active or non-active communication session.For instance, the lighted bezel and/or audio feedback can be used toindicate proper device pairing, secure communications and/or recognitionand successful establishment of communications.

Other types of feedback mechanisms can be utilized to indicate a statusof an interface. For instance, audio devices can be used to provideaudio feedback and/or vibration generating devices, which can alsoproduce an audible buzz, can be used to provide feedback. These feedbackmechanisms can be used alone or in combination with other feedbackmechanisms, such as a light generating mechanism, to indicate the statusof various processes implemented on the EGM 2.

In particular embodiments, the EGM 2 can be configured to detect thepresence of a PED and/or user and encourage the user to retrieve theirPED at the end of a game play session. For instance, the EGM 2 caninclude a camera, such as 40, with a field of view including the playerinput panel 28. Using image recognition software, the game controllercan be configured to recognize an object, such as but not limited to aPED, left on the input panel 28. Image data received from a camera mayalso be used to recognize the presence of a user at the EGM 2 andpossibly for eye tracking purposes. In one embodiment, a camera can beplaced with a field of view of base of the EGM 2, such as the floor areabeneath input panel 28. Image data from this camera can be used torecognize objects left on the floor of the EGM 2 near its base, such asa portable electronic or wallet that has fell onto the floor or apurse/bag left at the EGM 2. As described above, the presence of a PEDcan also be determined via signal strength and/or triangulation.

When a PED is detected near the EGM 2, the game controller can beconfigured, after certain game events, to notify a player to retrieveand/or disconnect their device from the EGM 2. For instance, after acashout command is received by the game controller, the gamingcontroller can be configured to display a message 38, such as “Don'tforget your Mobile Device.” As another example, the EGM 2 can beconfigured to emit a sound effect, such as a beeping to get the user'sattention in regards to retrieving a device. In yet another example, theEGM 2 configured to flash lights in a distinctive pattern to get theuser's attention.

EGM-Portable Electronic Device-User Interactions

Next with respect to FIG. 1, user interactions with EGM 2 that can leadto a communication connection between the EGM 2 and PEDs, such as 14 and16, are described. Further, connection schemes that can be utilizedbetween the PED and the EGM 2 are described. A user 8 with a PED, suchas 14 and 16, can approach EGM 2 to play a wager-based game. The EGM 2includes an upper video display 25 and lower video display 26 disposedin a secure cabinet 5 with locking mechanisms. The lower video display26 can be used to display video images associated with the play of awager-based game, such as a game outcome presentation. The upper videodisplay 25 can be used to display attract features and a bonus gameoutcome presentation that is triggered from the play of the wager-basedgame on the lower video display 26. One or both of the upper videodisplay 25 and lower video display 26 can include touch screens. In oneembodiment, a portion of the video display screens can be allocated forcontrol a remote device, such as server 4. This embodiment can bereferred to as a service window and is described in more detail belowwith respect to FIG. 4.

To start game play, credits are first deposited on the EGM 2 that can beused for wagers. For instance, currency or a ticket voucher redeemablefor credits can be inserted in bill acceptor 35. The ticket voucher canbe validated by a remote server in the gaming system, such as 4. Asanother example, information can be transferred from the PEDs, 14 or 16,to the EGM 2. The EGM 2 can include wireless and/or wired interfacesthat enable communications between the EGM 2 and the PEDs to beestablished.

The PEDs, such as 14 or 16, can be configured as an electronic walletand the information transfer can be used to initiate an electronic fundstransfer that results in credits being deposited on the EGM 2. The useof the PED in for these transactions can alert the EGM 2 to the presenceof the PED. In response to the use of PEDs for these purposes, the EGM 2may attempt to initiate communications with the PED that allow it to usethe PED's wide area network access capabilities.

Whether credits are deposited via a tangible medium, such as a ticketvoucher or paper currency, or electronically, such as via the PED, theuser is likely to be near the front of the EGM 2. Thus, if they arecarrying a PED, it is likely to be in the general area of the EGM 2. Forexample, the PED is likely to be at least an arm's length distance fromthe EGM 2. Thus, the EGM 2 can establish a connection with the PED 14 or16 that can be used to facilitate a connection with a remote device viawide area networking capabilities provided by the PED 14 or 16.

After depositing credits, a player can make a wager and initiate a gameon the EGM 2. The input panel 28 can be used to make selections relatedto the play of the game, such as a wager amount, and initiate the game.After the game is initiated, a game outcome presentation can begenerated on EGM 2. It can include video images output to the displaysand accompanying sound effects. For example, during a video slot gameplayed on EGM 2, the game controller can generate a game presentationincluding a series of video images that show at different times anamount wagered on the game, symbols moving and then stopping in a finalposition and an award amount associated with game based upon the amountwagered and the final position of the symbols.

In some instances, after depositing credits, typically before beginninggame play, a player can initiate a player tracking session on the EGM 2.During a player tracking session, information associated with game play,such as amounts wagered and amounts won can be stored to a playertracking account. This information is often referred to as playertracking information. To encourage repeat business, gaming enterprisesoften provide complimentary awards (“comps”), such as free meals andlodging, to players. The value of the comp can depend on the value ofthe player to the casino based upon their player tracking information,such as amounts wagered over time.

The player tracking account can be associated with the user that hasinitiated game play on EGM 2 and can be hosted on a remote device, suchas server. The player can initiate a player tracking session byproviding player tracking account information that allows their playertracking account to be located on a device that hosts player trackingaccounts. In one embodiment, the player tracking account information canbe stored on the PEDs, 14 or 16, and transmitted to the EGM via acompatible communication interface. In another embodiment, the playertracking account information can be stored on a card that can be read bycard reader 15. In yet another embodiment, a service window applicationcan be used to enter player tracking account information.

In other embodiments, the EGM 2 can be configured to detect nearby PEDsfor the purposes of initiated an attract feature that encourages theplayer to engage in game play at the EGM 2. Thus, the EGM 2 can be awareof nearby PEDs associated with users not using the EGM 2. These PEDs maybe associated with patrons walking near the EGM 2, standing near the EGM2 or playing a game on a nearby gaming machine. The ability to detect orbe made aware of nearby PEDs can be provided independently of whetherattract features are provided.

In general, when a nearby PED is detected or the EGM 2 is made aware ofa nearby PED (e.g., another device may detect the presence of the PEDand transmit the information to the EGM), the EGM 2 may attempt toestablish communications with the device. In one embodiment, the EGM 2can be configured to contact and attempt to access the wide area networkcapabilities of a PED. For instance, the EGM 2 can be configured tocontact a PED associated with a player utilizing the EGM 2 use the widearea network capabilities of the PED to communicate with a remotedevice, such as a remote server.

During game play, the EGM 2 can be configured to send information to thePEDs, such as 14 or 16, that is for a player's personal use. Forinstance, the EGM 2 can be configured to send a copy of a screendisplayed on 25 or 26 showing the outcome of the game or a bonus game.The player can save this screen copy as a keepsake and may optionallyupload it to a social media site. Further, the EGM 2 can be configuredto receive information from the PED that affects the game play. Forinstance, the EGM 2 can be configured to receive player trackinginformation, voucher information and/or player preference informationthat allows the gaming experience to be customized for a particularplayer. Thus, the EGM 2 can be configured to interact with a PED to senddata intended for storage on the PED as well as to send data to the PEDthat is intended for a remote device.

The EGM 2 can be configured to detect PEDs carried by employees of thegaming operator that move throughout the casino floor. In oneembodiment, the EGM 2 can be configured to contact these devices for thepurposes of utilizing their network access capabilities. These devicescan transmit information that allows them to be identified by the EGM 2.In one embodiment, the EGM 2 can be configured to only utilize speciallydesignated devices, such as devices carried by operator employees forthe purposes of accessing and engaging in communications with devices ona wide area network, such as the Internet. In yet another embodiment,which is described in more detail below, user devices can be required tohave a particular application installed, such as an application providedby the gaming operator, before the PEDs can be utilized for accessing awide area network.

In yet another embodiment, a wireless or wired interface can be locatedwithin the EGM cabinet that can be used to communicate with a PED. TheEGM 2 can be configured such that the wireless or wired interface isonly activated when the interior of the EGM 2 has been accessed in anauthorized manner The EGM 2 may be configured to only permitcommunications via this interface when the EGM 2 is an operator mode,such as when the cabinet has been opened via an approved procedure. Atother times, the EGM 2 may not be configured to communicate with remotedevice via a wide area network.

Communications Topologies in a Gaming System Including PortableElectronic Devices

In this section, different communication topologies involving PEDs in agaming system are described. In one embodiment, PEDs, such as 14 or 16,can communicate directly with the EGM. For example, as described above,the communications can be through a wired or wireless interfaceavailable on the EGM. Via an EGM to PED communication interface, the PEDmay be able to communicate with the game controller on the EGM, asecondary controller on the EGM, a remote device, such as server 4 orcombinations thereof. Examples of a secondary controller include but arenot limited to a player tracking controller, a card reader controller, abill validator controller or a printer controller. In the case of theremote device, such as server 4, the EGM 2 can act as an intermediary inthe communications.

In one embodiment, for security purposes, the EGM 2 can be configured tonot allow direct communications between the game controller and the PED.For example, the PED may communicate with a secondary controller in asecondary device coupled to the EGM, such as a card reader controller ina card reader. The secondary controller may include a communicationinterface that allows it to communicate with a remote device, such asserver 4. In a particular embodiment, the communications between thesecondary controller and the game controller can be well defined tolimit the type of information that is transferred the secondarycontroller and the game controller. Depending on how the communicationsare defined, the EGM 2 may be able to receive a limited types ofinformation or not any information from the PED via the secondarycontroller.

In another embodiment, the communications between the PED and the EGM 2can be uni-directional. For example, the EGM can be configured todirectly send information to the PEDs, such as 14 or 16, but notdirectly receive information from the PED. In one embodiment,information can be sent from a PED to an EGM 2 via an intermediarydevice, such as server 4 or a secondary device, such as card reader 15.The intermediary device can be configured to screen and limit theinformation from the PED that can be received by the EGM 2.

In yet other embodiments, the EGM 2 and the PEDs may only communicateindirectly using the communication capabilities associated with a PED.For example, PEDs may be able to establish communication connection withserver 4 which then acts as intermediary for communications between thePEDs, such as 14 and 16, and EGM 2. The EGM 2 can be configured tooutput information via a display device or some other mechanism thatenables the indirect PED to EGM communications via an intermediarydevice, such as server 4, via a local area network, such as 6, or via awide area network, such as 52. For example, the EGM can be configured tooutput a QR code that a PED can scan. Information embedded in the QRcode can allow the PED to establish communications with the EGM 2 viaserver 4, local area network 6 or wide area network 52.

The PEDs can communicate with a device, such as server 4, using one ofits inherent communication capabilities. The mode of communication thatis used can vary depending on the communication networks 50 that areavailable to the PEDs. For example, the server 4 and EGM 2 can belocated on a local area network, such as a local area network 6 within acasino. The local area network can be a private network only accessiblefrom the casino and its vicinity. Via wireless access point 54, the PEDcan access the local area network, such as 6 to access the server 4 oroptionally EGM 2. Thus, via wireless access point 54, the PED may beable to communicate with 1) a server 4, 2) an EGM 2 where the server 4acts as intermediary in the communications or 3) directly with the EGM 2via the local area network 6.

In other embodiments, the server 4 and/or the EGM 2 can access a widearea network, such as the Internet 52 and have an Internet address. Viathe wireless access point 54 or a cellular data connection 56, the PED,such as 14 or 16, can access the Internet 52 to establish communicationswith server 4 or EGM 2. Again, the server 4 can act as intermediary inthe communications between the PED and the EGM 2. Thus, the PEDs canestablish communications with server 4 via the Internet 52 and then, theserver 4 can establish communications with the EGM 2 using analternative method.

In various embodiments, different EGMs in a gaming system can beprovided with different communication capabilities. Thus, a combinationof the communication topologies used above can be used forcommunications between PEDs and EGMs in a gaming system. For instance, aPED can communicate with a first EGM via a direct wireless connectionbetween the first EGM and the PED and then communicate with a second EGMvia a wireless access point that connects to a local area network onwhich the second EGM is located.

Entering Sensitive Information for an Electronic Gaming Machine from aPortable Electronic Device

In accordance with the present invention, details of EGMs, gamingsystems and the Portable Electronic Devices (PED) are described withrespect to FIGS. 1, 2A-2D, and the flow diagrams of FIGS. 3A and 3B.Initially, a player/patron may initiate a transaction on an EGM 2 thatrequires the input of Sensitive Information (SI) in order to furthercontinuance of that transaction. Such secure transactions, for example,include, but are not limited to, the commencement or continuance of gameplay, player tracking transactions, accounting transactions, cash-outs,cash transfer transactions, player club operation transactions or anenrollment transaction for a promotion, etc.

Due in part to the close proximity of the EGMs relative to one another,some patrons are reluctant to enter their SI in front of other patrons,and may elect to forego participation on the EGM all together.Accordingly, by enabling the input of such SI directly onto their ownPED (e.g., PED 14, which will be the only one discussed henceforth forthe ease of description), which is in direct communication with the EGM,such input is significantly more discrete, and out generally of theplain view of other patrons.

Once a transaction has been initiated on the EGM 2, depending upon thespecific transaction requiring player information, the EGM and/or systemserver 4 will determine whether or not the player information is SI ornot. Should the required player information not be determines SI, theEGM 2 may enable input of such information directly on the EGM using theplayer input panel 28 and/or other input controls.

In accordance with the present invention, however, should the requiredplayer input information include SI, then the communication between theEGM (and/or system server 4) and the PED 14 may commence in order toenable input of the SI data directly on their PED (E.g., FIGS. 2A-2D).In one embodiment, to establish communication, the player/patron maysimply execute a mobile app from their PED that was previouslydownloaded from one of the various mobile application sites, dependingupon whether the mobile OS is Apple, Android, Blackberry, Palm orMicrosoft based, etc. Using such an executable application installed onthe mobile device that enables aforementioned SI input features, the EGMcan effectively communicate with the mobile application to enable the SIexchanged.

In other embodiments, an installed mobile application may not bedesirable given the various mobile device platforms (e.g., Android,Iphone, etc.) or the player/patron simply not wanting a gamingapplication on their PED. In these versions, the EGM 2 and/or the systemserver 4 could commence communication with the PED 14 using at least twodifferent technologies. Appling a standard communicationprotocol/technology, the EGM can communicate directly with the PED's webbrowser, using HTML. For example, once Player/Patron has entered the SIinto the PED, the SI is forwarded to the EGM through HTML using thePED's web browser.

Another applicable communication technology that can be applied, withoutthe need for a mobile application, involves the use of standardcommunication protocol/technology between the EGM 2, PED 14 and systemserver 4, wherein the server is further in communication with a thirdparty server. For instance, EGM 2 communicates with Server 4, notifyingthe server to permit the PED 14 to communicate and connect to theEGM/Server so that SI can be entered via the PED. Next, the EGM/Server,forwards a standard URL to the mobile device which could be the addressfor a simple web site on system Server 4. The PED can then connect tothe Server 4, via HTML provided by the EGM 2.

Using the latter technique, by way of example, once communication isestablished, the player then enters the SI into the web page hosted bythe Server (via the PED). The information entered by the player iscommunicated to the mobile device either 1) directly from the Server tothe EGM, or 2) it could be provided to the mobile device and the mobiledevice communicates that back to the EGM. Direct communication betweenthe PED and the Server 4 is preferred in that communication path doesn'trequire that an application be installed on the PED.

Referring now to FIGS. 2A-2D, once communication between the PED 14 andthe EGM/Server has commenced and been established, using at least one ofthe above mentioned techniques and technologies, a Greet Screen 102(e.g., FIG. 2A) can be formatted and output to the PED 14 for viewing onthe PED's display 100. In one configuration, the resolution, size,aspect ratio, etc., of the SI input screens of FIGS. 2A-2D, can beformatted and output in a lower quality, more universal format that iscapable of being displayed on a wide range of PED displays 100,regardless of the display's resolution, size, aspect ratio, etc.

Alternatively, the EGM/Server can customize, adjust and/or scale theresolution, size, aspect ratio, etc. of the outputted SI input screens,of FIGS. 2A-2D, to match those of the particular display screen of thePED. Such screen customization, of course, is the more aestheticallypleasing.

Referring back to FIG. 2A the initial Greeting Screen 102 can berendered and output to the PED for viewing on the display 100. Shouldthe player/patron be identified, a customized greeting message 104, suchas “Welcome to Casino Mr. Anderson” can be included. It will beappreciated that any other greeting can be incorporated of course.

A general query to input the SI data is also prominently placed on theGreeting Screen 102. This facilitates the ease of input and use by theplayer/patron, informing them what input SI data is required. Forexample, the Greeting Screen 102 includes a request to “Please enter PINon Your Mobile Device” message 106. Briefly, in the examples of FIGS.2A-2D, the requested SI data for input is a PIN although it will beappreciated that any form of SI could be requested. As mentioned, suchinput SI data includes, but is not limited to, the patrons account,name, address, social security, password, phone number, biometric input,etc. or any other personal identification information.

Depending upon the type of PED and its' input controls (i.e., whetherthe device includes a hard numbered keypad, a keyboard, a touchsensitive display and/or combination thereof), how the actual entranceof the input SI data may vary from device to device. In the examples ofFIGS. 2A-2D, the PED 14 incorporates a full touch screen style input.Therefore, to advance to the next input screen, the patron may have tocontact the “Press to Start” message 108 or some other form for screencontinuance.

Advancing from the Greet Screen 102 (FIG. 2A) to the SI Input Screen 110of FIG. 2B, a touch screen number keypad 112 (or a keyboard dependingupon what input SI may be required) may be illustrated. Below the keypad112 on PED display 100 is an SI display region 114 for display of theinput SI data, whether it requires numbers, letters, symbols, biometricdata or a combination thereof. In the SI display region 114 of FIG. 2B,for example, six data slots are illustrated, the number of which canvary of course.

To further hide or shield entry of the sensitive input SI data in theinput slots, even though such input SI data is entered for viewing onlyon the smaller display 100, each entry may only be presented momentarily(i.e., the fourth data slot 116) before being replaced by a “*” symbolor the like.

A “Cancel” button 118 or a “Backspace” button (not shown) may beincorporated to correct any input errors or to “cancel” the SI inputaltogether. However, should the player/patron complete their input SIdata entry, they may execute the “Enter” button 120 (or similar means)to transmit and output the input SI data to the EGM/Server.

Applying conventional validation/invalidation comparison technology, thevalidation of the input SI data may be assessed. Should the input SIdata be determined “Invalid” for whatever reason, an Invalidation Screen122 may be rendered on the PED display 100, as shown in FIG. 2C. Asimple invalidation message such as an “Invalid PIN Entry” message 124can be displayed for information, as well as a “Please Re-enter YourPIN” message 126 before reverting back to the SI input Screen 110 asbest viewed in FIG. 2B. The Player/Patron may then reenter theirsensitive input SI data again.

In one specific embodiment, the validation could be performed in-part onthe PED itself. Using HTML, the client on the PED performs partialvalidation of the data, and then the server still requires validation.For example the client might prompt the Play/Patron for a number, whichmay relate to the Play/Patron's age. The client on the PED compares thePED stored number to the input SI (e.g., only validating when values 0through 9 are entered and not when letters are entered). The client, forinstance, might even check that the input age is greater than one andless than 150. The server would likely perform the same check but alsocompare the age against a database for the user.

Similar to other forms of sensitive personal identification information,should an invalid entry continue a predetermined number of attempts(e.g., 4 or 5 consecutive attempts), the system may “lock-out” furtherentry of input SI data from that PED for a predetermined period of timeor until other circumstances are met. These other circumstances mayinclude a password or pass code reset or other verification techniques.

Should the input SI data be determined “Valid” by the EGM/Server, aValidation Screen 128, such as that shown in FIG. 2D, may be rendered onthe PED display 100. Again, a simple validation message may be displayedsuch as a “Valid PIN Entry Congratulations!” message 130. Once thePlayer/Patron has been informed of their validation, they may proceedwith the furtherance of their transaction, either on the PED itself oron the EGM. For instance, the Player/Patron may be informed of suchfurtherance by a “Please Proceed with Your Transaction” message 132 onthe PED display 100.

In one configuration, should the SI input cycle be complete, theEGM/Server, or the PED mobile application, may timeout, reverting thePED back to the home screen or the like. Moreover, should thePlayer/Patron be required to reenter the input SI data on their PED,such in SI data may be stored, and automatically complete entry of theinput SI data in the data slots of the SI display region 114.

Methods in an EGM and Server

Next details of a method on an EGM and server involving the input ofSensitive Information (SI) for the EGM on a Mobile or PortableElectronic Device (PED) are described. FIG. 3A, for instance,illustrates a method 300 in an EGM for entering such SI from the PED. In302, a request is received from an EGM 2 (FIG. 1) to initiate atransaction. For instance, the player/patron at the EGM 2 may operatethe player input panel 28, including buttons for making inputsassociated with the play of the wager-based game, to request anyinformation. Some requested information and transactions may not requirethe input of SI data, to further continue the transaction, such asdining requests, game selection, game operation, chatting, beverageselection or browsing casino offerings. However, as mentioned above,many transactions do require the input of SI, such as the play ofcommunal games, player tracking transactions, accounting transactions,cash-out transactions, mobile money transfers transaction, generalaccount settings transactions, and/or password or pass code recoverytransactions, etc.

Accordingly, at 304 of FIG. 3A, the EGM can analyze the requestedtransaction to determine whether or not the input of SI is evennecessary, in this instance. That is, should the requested transactionnot require SI, then the EGM can permit the completion of thetransaction through the operation of the controls on the input panel 28.

However, in accordance with the present invention, should the requestedtransaction require the input of SI data, at 306, communications can beestablished with a PED. In one embodiment, a secure pairing between thePED and the EGM can be established using a protocol such as Bluetooth™or Wi-Fi. If present, an NFC enabled communication interface on the EGMcan be used to transfer information that allows a secure pairing to beestablished. In another embodiment, communications between the mobiledevice and the EGM can be enabled via an intermediary device. Forinstance, communications can first be established between a mobiledevice and a remote server and then communications can be establishedbetween the remote server and the EGM such that information can betransmitted between the EGM and the mobile device.

After the initial communications are established, the EGM and mobiledevice can exchange information. In one specific configuration, theGreet Screen 102 or interface of FIG. 2A, for example, may be output tothe PED 14. In 308 of FIG. 3A, the screen resolution, aspect ratio, fontsize, etc., may be adjusted by the EGM, depending upon the particularscreen display properties of the PED. Upon receiving a continuationsignal (e.g., press of the “Start” region 108), the EGM can output theSI Input Screen 110 of FIG. 2B.

In either event, a predetermine response time period will commence onceeach screen is output to the PED for viewing on the PED display 100. In310 of FIG. 3A, thus, the EGM 2 will determine whether one or moreresponse time periods have been exceeded. Should the Player/Patron failto input any information or fail to input any key stroke on the PEDdisplay after the predetermined time period (e.g., 2 minutes), the EGMwill automatically “timeout”, ending the transaction. In one embodiment,the system can inform the Player/Patron of the “timeout” on the PEDdisplay and/or the EGM display, and then perhaps revert to the EGM HomeScreen or in the like.

Similarly, in the event of a failed or broken communication between theEGM and the PED, the EGM will also “timeout”, ending the transaction. Inthis event, the EGM may again similarly inform the Player/Patron of thefailed or broken communication on the EGM display, and then perhapsrevert to the EGM Home Screen or in the like.

In 312, after the Player/Patron has entered their input SI data into thedata slots of the SI display region 114, and transmitted the data, theinput SI data is received by the EGM 2. As mentioned, input SI data mayrelate to any passwords, pass codes, address, social security, accountnumbers, biometric information, etc, and may be in the form of number,letters, symbols, fingerprints, retina scans, etc.

At 314, the “received” input SI data is Validated or Invalidated, usingconventional comparison software and technology. Stored SI data, uponwhich the input SI data is compared against, will likely be accessed bythe EGM, via communication with the system server 4.

Referring back to FIG. 2C, should the “received” input SI data bedetermined “Invalid”, at 316, the EGM will output screen content to thePED 14, informing the Player/Patron of the invalid input SI data entry(Invalidation Screen 122). Subsequently, the EGM 2 will output the SIInput Screen 110 back to the PED, at 308.

In the event that the “received” Input SI is determined valid, at 314,the EGM will output screen content to the PED 14, informing thePlayer/Patron of the valid input SI data entry, at 316 (i.e., ValidationScreen 128 of FIG. 2D). Subsequently, the EGM 2 will permit furthercontinuation of the transaction, at 318. In 322, the communication withthe PED can be ended.

As described above, a remote system server 4 can act as a communicationintermediary between an EGM and a mobile device. In addition, the servercan be configured to perform operations that allow SI data to be inputand entered from a PED 14. FIG. 3B is a method 400 in a system server 4involving the entrance of Sensitive Information (SI) data on a PortableElectronic Device (PED), for a transaction on an EGM 2. In 402, theserver can establish communications with a PED. The server can belocated on a casino area network which is internal to the casino. Thecasino area network can be isolated from external networks such as theInternet.

In 404, the server 4 can determine whether an EGM is associated with thePED, and establish communications that allows information to betransmitted between the PED and the EGM. For instance, the server canreceive a request from the EGM to establish communications with the PEDin response to detecting a presence of the PED.

At 406, a similar Greet Screen 102 or interface (e.g., FIG. 2A) may beformatted and output by the server 4 to the PED 14. For instance, oncethe initiated transaction has been determined to require the input ofSI, the server can format the screen resolution, aspect ratio, fontsize, etc., depending upon the particular screen display properties ofthe PED (or format a standard output screen). Upon receiving acontinuation signal (e.g., press of the “Start” region 108 of FIG. 2A,the server 4 can output the SI Input Screen 110 of FIG. 2B.

A predetermine response time period will commence, at 408, once eachscreen is output to the PED for viewing on the PED display 14. Theserver 4 will determine whether one or more response time periods havebeen exceeded, and should the Player/Patron fail to input anyinformation or fail to input any key stroke on the PED display after thepredetermined time period (e.g., two minutes) has been exceeded, theserver will automatically “timeout”, ending the transaction. Similar tothe EGM methodology, the system server can inform the Player/Patron ofthe “timeout” on the PED display and/or the EGM display, and thenperhaps revert to the EGM Home Screen or in the like.

In 410, after the Player/Patron has entered their input SI data into thedata slots of the SI display region 114, and transmitted the data, theinput SI data is received by the server 4. The “received” input SI datais Validated or Invalidated, at 412, by the server using conventionalcomparison software and technology, and compared the input SI data tothe stored SI data stored on the server.

Should the “received” input SI data be determined “Invalid”, at 412, thesystem server 4 will output screen content to the PED 14, informing thePlayer/Patron of the invalid input SI data entry (Invalidation Screen122). Subsequently, the server 4 will output the SI Input Screen 110back to the PED, at 406.

In the event that the “received” Input SI data is determined valid, at412, the server will output screen content to the PED 14, informing thePlayer/Patron of the valid input SI data entry (i.e., Validation Screen128 of FIG. 2D). Subsequently, the server will permit furthercontinuation of the transaction, at 416.

In 418, the server can determine the PED is no longer to be associatedwith the EGM. For instance, the server can make this determination basedupon a request from the EGM to terminate the communication sessionbetween the PED and the EGM or the server can determine that the PED isno longer in the vicinity of the EGM via some mechanism. In 420, theserver can terminate communication link between the EGM and the PED. At422, the server can store a record of the communication that it enabledbetween the PED and the EGM. Subsequently, the method can return to step404 while communications are still being maintained with the PED.

Gaming Devices and Systems

Next additional details of EGMs and gaming systems are described withrespect to FIGS. 4 and 5. FIG. 4 shows a block diagram of a gamingsystem 600 in accordance with the described embodiments. The gamingsystem 600 can include one or more servers, such as server 602, and avariety of gaming devices including but not limited to table gamingdevices, such as 652, mobile gaming devices, such as 654, and slot-typegaming devices, such as 656. The table gaming devices, such as 652, caninclude apparatus associated with table games where a live operator or avirtual operator is employed. The gaming devices and one or more serverscan communicate with one another via a network 601. The network caninclude wired, wireless or a combination of wired and wirelesscommunication connections and associated communication routers.

Some gaming devices, such as 652, 654 and 656, can be configured with aplayer interface that allows at least 1) selections, such as a wageramount, associated with a wager-based game to be made and 2) an outcomeof the wager-based game to be displayed. As an example, gaming devices,652, 654 and 656, include player interfaces, 652 a, 654 a and 656 a,respectively. Typically, gaming devices with a player interface arelocated in publically accessible areas, such as a casino floor. On theother hand, some gaming devices, such as server 602, can be located inpublically inaccessible areas, such is in a back-room of a casino oreven off-site from the casino. Gaming devices located in publicallyinaccessible areas may not include a player interface. For instance,server 602 does not include a player interface. However, server 602includes an administrator interface 635 that allows functions associatedwith the server 602 to be adjusted.

An example configuration of a gaming device is described with respect togaming device 604. The gaming device 604 can include 1) a gamecontroller 606 for controlling a wager-based game played on the gamingdevice and 2) a player interface 608 for receiving inputs associatedwith the wager-based game and for displaying an outcome to thewager-based game. In more detail, the game controller 606 can include a)one or more processors, such as 626, b) memory for holding softwareexecuted by the one or more processors, such as 628, c) a power-hittolerant memory, such as 630, d) one or more trusted memories, such as632, e) a random number generator and f) a plurality of softwareapplications, 610. The other gaming devices, including table gamingdevice 652, mobile gaming device 654, slot-type gaming device 656 andserver 602, can each include a game controller with all or a portion ofthe components described with respect to game controller 606.

In particular embodiments, the gaming device can utilize a “state”machine architecture. In a “state” machine architecture criticalinformation in each state is identified and queued for storage to apersistent memory. The architecture doesn't advance to the next statefrom a current state until all the critical information that is queuedfor storage for the current state is stored to the persistent memory.Thus, if an error condition occurs between two states, such as a powerfailure, the gaming device implementing the state machine can likely berestored to its last state prior to the occurrence of the errorcondition using the critical information associated with its last statestored in the persistent memory. This feature is often called a “rollback” of the gaming device. Examples of critical information can includebut are not limited to an outcome determined for a wager-based game, awager amount made on the wager-based game, an award amount associatedwith the outcome, credits available on the gaming device and a depositof credits to the gaming device.

The power-hit tolerant memory 630 can be used as a persistent memory forcritical data, such as critical data associated with maintaining a“state” machine on the gaming device. One characteristic of a power-hittolerant memory 630 is a fast data transfer time. Thus, in the event ofa power-failure, which might be indicated by a sudden power fluctuation,the critical data can be quickly loaded from volatile memory, such asRAM associated with the processor 626, into the power-hit tolerantmemory 630 and saved.

In one embodiment, the gaming device 605 can be configured to detectpower fluctuations and in response, trigger a transfer of critical datafrom RAM to the power-hit tolerant memory 630. One example of apower-hit tolerant memory 630 is a battery-backed RAM. The batterysupplies power to the normally volatile RAM so that in the event of apower failure data is not lost. Thus, a battery-backed RAM is also oftenreferred to as a non-volatile RAM or NV-RAM. An advantage of abattery-backed RAM is that the fast data transfer times associated witha volatile RAM can be obtained.

The trusted memory 632 is typically a read-only memory of some type thatmay be designed to be unalterable. An EPROM or EEPROM are two types ofmemory that can be used as a trusted memory 632. The gaming device 604can include one or more trusted memories. Other types of memories, suchas Flash memory, can also be utilized as an unalterable memory and theexample of an EPROM or EEPROM is provided for purposes of illustrationonly.

Prior to installation the contents of a trusted memory, such as 632, canbe verified. For instance, a unique identifier, such as a hash value,can be generated on the contents of the memory and then compared to anaccepted hash value for the contents of the memory. The memory may notbe installed if the generated and accepted hash values do not match.After installation, the gaming device can be configured to check thecontents of the trusted memory. For instance, a unique identifier, suchas a hash value, can be generated on contents of the trusted memory andcompared to an expected value for the unique identifier. If thegenerated value of the unique identifier and the expected value of theunique identifier don't match, then an error condition can be generatedon the gaming device 604. In one embodiment, the error condition canresult in the gaming device entering a tilt state where game play istemporarily disabled on the gaming device.

Sometimes verification of software executed on the gaming device 604 canbe performed by a regulatory body, such as a government agency. Oftensoftware used by a game controller, such as 606, can be highlyregulated, where only software approved by a regulatory body is allowedto be executed by the game controller 606. In one embodiment, thetrusted memory 632 can store authentication programs and/orauthentication data for authenticating the contents of various memorieson the gaming device 604. For instance, the trusted memory 632 can storean authentication program that can be used to verify the contents of amass storage device, such as 620, which can include software executed bythe game controller 606.

The random number generator (RNG) 634 can be used to generate randomnumbers that can be used to determine outcomes for a game of chanceplayed on the gaming device. For instance, for a mechanical or videoslot reel type of game, the RNG, in conjunction with a paytable thatlists the possible outcomes for a game of chance and the associatedawards for each outcome, can be used to generate random numbers fordetermining reel positions that display the randomly determined outcomesto the wager-based game. In other example, the RNG might be used torandomly select cards for a card game. Typically, as described above,the outcomes generated on a gaming device, such as 604, are consideredcritical data. Thus, generated outcomes can be stored to the power-hittolerant memory 630.

Not all gaming devices may be configured to generate their own gameoutcomes and thus, may not use an RNG for this purpose. In someembodiments, game outcomes can be generated on a remote device, such asserver 602, and then transmitted to the gaming device 604 where theoutcome and an associated award can be displayed to the player via theplayer interface 608. For instance, outcomes to a slot-type game or acard game can be generated on server 602 and transmitted to the gamingdevice 604.

In other embodiments, the gaming device 604 can be used to play centraldetermination games, such as bingo and lottery games. In a centraldetermination game, a pool of game outcomes can be generated and then,particular game outcomes can be selected as needed (e.g., in response toa player requesting to play the central determination game) from thepool of previously generated outcomes. For instance, a pool of gameoutcomes for a central determination game can be generated and stored onserver 602. Next, in response to a request to play the centraldetermination game on gaming device 604, one of the outcomes from thepool can be downloaded to the gaming device 604. A game presentationincluding the downloaded outcome can be displayed on the gaming device604.

In other embodiments, thin client type gaming devices, such as mobilegaming devices used to play wager-based video card or video slot games,may be configured to receive at least game outcomes from a remote deviceand not use an RNG to generate game outcomes locally. The game outcomescan be generated remotely in response to inputs made on the PED, such asan input indicating a wager amount and/or an input to initiate the game.This information can be sent from the PED to a remote device, such asfrom mobile gaming device 654 to server 602. After receiving the gameoutcome from the remote device, a game presentation for the gameoutcomes generated remotely can be generated and displayed on the PED.In some instances, the game presentation can also be generated remotelyand then streamed for display to the PED.

The game controller 606 can be configured to utilize and execute manydifferent types of software applications 610. Typically, the softwareapplications utilized by the game controller 606 can be highly regulatedand may undergo a lengthy approval process before a regulatory bodyallows the software applications to be utilized on a gaming devicedeployed in the field, such as in a casino. One type of softwareapplication the game controller can utilize is an Operating System (OS).The OS can allow various programs to be loaded for execution by theprocessor 626, such as programs for implementing a state machine on thegaming device 606. Further, the OS can be used to monitor resourceutilization on the gaming device 606. For instance, certainapplications, such as applications associated with game outcomegeneration and game presentation that are executed by the OS can begiven higher priority to resources, such as the processor 626 and memory628, than other applications that can be executing simultaneously on thegaming device.

As previously described, the gaming device 604 can execute software fordetermining the outcome of a wager-based game and generating apresentation of the determined game outcome including displaying anaward for the game. As part of the game outcome presentation one or moreof 1) electro-mechanical devices, such as reels or wheels, can beactuated, 2) video content can be output to video displays, 3) soundscan be output to audio devices, 4) haptic responses can be actuated onhaptic devices or 5) combinations thereof, can be generated undercontrol of the game controller 606. The peripheral devices used togenerate components of the game outcome presentation can be associatedwith the player interface 608 where the types of devices that areutilized for the player interface 608 can vary from device to device.

To play a game, various inputs can be required. For instance, via inputdevices coupled to the gaming device 604, a wager amount can bespecified, a game can be initiated or a selection of a game choiceassociated with the play of the game can be made. The software 610executed by the game controller 606 can be configured to interpretvarious signals from the input devices, such as signals received from atouch screen controller or input buttons, and affect the game played onthe gaming device in accordance with the received input signals. Theinput devices can also be part of the player interface 608 provided withthe gaming device, such as 604.

In other embodiments, the gaming software 610 executed by the gamecontroller 606 can include applications that allow a game historyincluding the results of a number of past games to be stored, such asthe previous 10 or 100 games played on the gaming device 604. The gamehistory can be stored to a persistent memory including but not limitedto the power-hit tolerant memory 630. The gaming controller 606 canconfigured to provide a menu (typically, only operator accessible), thatallows the results of a past game to be displayed via the playerinterface 608. The output from the history menu can include are-creation of the game presentation associated with a past gameoutcome, such as a video representation of card hand associated with avideo poker game, a video representation of a reel configurationassociated with a video slot game, and/or raw data associated with thepast game result, such as an award amount, an amount wagered, etc. Thehistory menu can be used for dispute resolution purposes, such as if aplayer complains that they have not been properly awarded for a gamepreviously played on the gaming device 604.

The reporting software can be used by the game controller 606 to reportevents that have occurred on the gaming device 604 to remote device,such as server 602. For instance, in one embodiment, the game controller606 can be configured to report error conditions that have been detectedon the gaming device 604, such as if a device has malfunctioned or needsattention. For instance, the reporting software can be used to send amessage from the gaming device 604 to the server 602 indicating that aprinter on the gaming device needs a refill of tickets. In anotherembodiment, the gaming controller 606 can be configured to reportsecurity events that may have occurred on the gaming device 604, such asbut not limited to if a door is opened, a latch is activated or aninterior portion of the gaming device 604 has been accessed.

In yet other embodiments, the game controller 606 can be configured toreport gaming activity and associated events that has been generated onthe gaming device, such as a deposit of cash or an indicia of credit, atthe gaming device, a generation of game outcome including an associatedaward amount and a dispensation of cash or an indicia of credit from thegaming device 604. As part of a loyalty program, the gaming activity canbe associated with a particular player. The reporting software caninclude player tracking elements that allow the gaming activity of aparticular player to be reported to a remote device, such as server 602.

The game controller 606 can execute the authentication software toverify the authenticity of data and/or software programs executed on thegaming device 604. For instance, the authentication software can be usedto verify the authenticity of data and/or software applications whenthey are first downloaded to the gaming device 604. Further, theauthentication software can be used to periodically verify theauthenticity of data and/or software applications currently residing onthe gaming device, such as software applications stored on one of thememories coupled to the gaming device 604 including applications loadedinto the memory 628 for execution by the processor 626.

The communication software executed by the game controller 606 can beused to communicate with a variety of devices remote to the gamingdevice 604. For instance, the communication software can be used tocommunicate with one or more of a) servers remote to the device, such as602, b) other gaming devices, such as table gaming device 652, mobilegaming device 654 and slot-type gaming device 656 and c) PEDs carried bycasino personnel or players in the vicinity of the gaming device 604.Via the communication software, the game controller can be configured tocommunicate via many different communication protocols. For instance,different wireless and/or wired communication protocols can beimplemented. Further, proprietary or non-proprietary gaming specificprotocols can be implemented. For instance, gaming specificnon-proprietary communication protocols, such as G2S (game to system),GDS (gaming device standard) and S2S (system to system) communicationprotocols provided by the Gaming Standards Association (GSA), Fremont,Calif., can be implemented on the gaming devices described herein.

The gaming device 604 can communicate with one or more remote devicesvia one or more network interfaces, such as 612. For instance, vianetwork interfaces 612 and the network 601, the gaming device 604 cancommunicate with other gaming devices, such as server 602 and/or gamingdevices, 652, 654 and 656. The network interfaces can provide wired orwireless communications pathways for the gaming device 604. Some gamingdevices may not include a network interface or can be configured tooperate in a stand-alone mode where the network interface is notconnected to a network.

In other embodiments, a PED interface or interfaces, such as 614, can beprovided for communicating with a PED, such as a cell phone or a tabletcomputer carried by players or casino personnel temporarily in thevicinity of the gaming device 604. A wireless communication protocol,such as Bluetooth™ and a Wi-Fi compatible standard, can be used forcommunicating with the PEDs via the PED interfaces 614. In oneembodiment, the PED interface can implement a short range communicationprotocol, such as a near-field communication (NFC) protocol used formobile wallet applications. NFC is typically used for communicationdistances of 4 cm or less. In addition, a wired communication interface,such as a docking station, can be integrated into the gaming device,such as 604. The wired communication interface can be configured toprovide communications between the gaming device 604 and the PED and/orproviding power to the PED.

Near field communication, or NFC, allows for simplified transactions,data exchange, and connections with a touch. Formed in 2004, the NearField Communication Forum (NFC Forum) promotes sharing, pairing, andtransactions between NFC devices and develops and certifies devicecompliance with NFC standards. NFC's short range helps keep encryptedidentity documents private. Thus, a smartphone or tablet with an NFCchip can make a credit card/debit card payment to a gaming device orserve as keycard or ID card for a loyalty program. Further, an NFCdevice can act a hotel room key. The user of an NFC device as a hotelroom keys and/or a player tracking card instrument may allow fast VIPcheck-in and reduce staffing requirements.

NFC devices can read NFC tags on a gaming device 604 to get moreinformation about the gaming device including an audio or videopresentation. For instance, a tap of an NFC enabled device to a gamingdevice can be used to instantly share a contact, photo, song,application, video, or website link. In another example, an NFC enableddevice can be used to transfer funds to the gaming device or enter theplayer in a multi-player tournament. As another example, an NFC enableddevice can be used to receive information from a gaming device that canbe used in a persistent gaming application or a social mediaapplication.

Further, NFC enabled signage can include NFC tags that allow a patron tolearn more information about the content advertised in the signage. TheNFC enabled signage can be part of a gaming system. For instance, a signadvertising a show available at the casino can be configured to transferinformation about the show, show times and ticketing information via anNFC tag. As another example, a sign showing jackpot information, such asprogressive jackpot information, can be used to transfer informationabout the jackpot, such as the last time the jackpot was won and whereit was won.

In one embodiment, an NFC interface on a gaming device can be used toset-up a higher speed communication between the gaming device andanother NFC enabled device such as smart phone. The higher speedcommunication rates can be used for expanded content sharing. Forinstance, a NFC and Bluetooth enabled gaming device can be tapped by anNFC and Bluetooth enabled smart phone for instant Bluetooth pairingbetween the devices. Instant Bluetooth pairing between a gaming deviceand an NFC enabled device, such as a smartphone, can save searching,waiting, and entering codes. In another example, a gaming device can beconfigured as an NFC enabled router, such as a router supporting a Wi-Ficommunication standard. Tapping an NFC enabled device to an NFC enabledand Wi-Fi enabled gaming device can be used to establish a Wi-Ficonnection between the two devices.

The gaming device 604 can include one or more each of value inputdevices 616 and value output device 618. The value input devices 616 canbe used to deposit cash or indicia of credit onto the gaming device. Thecash or indicia of credit can be used to make wagers on games played onthe gaming device 604. Examples of value input devices 616 include butare not limited to a magnetic-striped card or smart card reader, a billand/or ticket acceptor, a network interface for downloading credits froma remote source, a wireless communication interface for reading creditdata from nearby devices and a coin acceptor. A few examples of valueinput devices are shown in FIG. 5.

The value output devices can be used to dispense cash or indicia ofcredit from the gaming device 604. Typically, the indicia of credit canbe exchanged for cash. For instance, the indicia of credit can beexchanged at a cashier station or at a redemption station. Examples ofvalue output devices can include a network interface for transferringcredits into a remote account, a wireless communication interface thatcan be used with a PED implementing mobile wallet application, a coinhopper for dispensing coins or tokens, a bill dispenser, a card writer,a printer for printing tickets or cards redeemable for cash or credits.Another type of value output device is a merchandise dispenser, whichcan be configured to dispense merchandise with a tangible value from agaming device. A few examples of value output devices are shown in FIG.5.

The combination of value input devices 616 and value output devices 618can vary from device to device. In some embodiments, a gaming device 604may not include a value input device or a value output device. Forinstance, a thin-client gaming device used in a mobile gamingapplication may not include a value input device and a value outputdevice. Instead, a remote account can be used to maintain the creditswon or lost from playing wager-based games via the PED. The PED can beused to access the account and affect the account balance via game playinitiated on the PED. Credits can be deposited or withdrawn from theremote account via some mechanism other than via the PED interface.

In yet other embodiments, the gaming device 604 can include one or moresecondary controllers 619. The secondary controllers can be associatedwith various peripheral devices coupled to the gaming device, such asthe value input devices and value output devices described in thepreceding paragraphs. As another example, the secondary controllers canbe associated with peripheral devices associated with the playerinterface 608, such as input devices, video displays, electro-mechanicaldisplays and a player tracking unit. In some embodiments, the secondarycontrollers can receives instructions and/or data from and provideresponses to the game controller 606. The secondary controller can beconfigured to interpret the instructions and/or data from the gamecontroller 606 and control a particular device according to the receivedinstructions and/or data. For instance, a print controller may receive aprint command with a number of parameters, such as a credit amount andin response print a ticket redeemable for the credit amount. In anotherexample, a touch screen controller can detect touch inputs and sendinformation to the game controller 606 characterizing the touch input.

In a particular embodiment, a secondary controller can be used tocontrol a number of peripheral devices independently of the gamecontroller 606. For instance, a player tracking unit can include one ormore of a video display, a touch screen, card reader, network interfaceor input buttons. A player tracking controller can control these devicesto provide player tracking services and bonusing on the gaming device604. In alternate embodiments, the game controller 604 can control thesedevices to perform player tracking functions. An advantage of performingplayer tracking functions via a secondary controller, such as a playertracking controller, is that since the player tracking functions don'tinvolve controlling the wager-based game, the software on the playertracking unit can be developed modified via a less lengthy andregulatory intensive process than is required for software executed bythe game controller 606, which does control the wager-based game. Ingeneral, using a secondary controller, certain functions of the gamingdevice 604 that are not subject to as much regulatory scrutiny as thegame play functions can be decoupled from the game controller 606 andimplemented on the secondary controller instead. An advantage of thisapproach, like for the player tracking controller, is that softwareapproval process for the software executed by the secondary controllercan be less intensive than the process needed to get software approvedfor the game controller.

A mass storage unit(s) 620, such as a device including a hard drive,optical disk drive, flash memory or some other memory storage technologycan be used to store applications and data used and/or generated by thegaming device 604. For instance, a mass storage unit, such as 620, canbe used to store gaming applications executed by the game controller 606where the gaming device 604 can be configured to receive downloads ofgame applications from remote devices, such as server 602. In oneembodiment, the game controller 606 can include its own dedicated massstorage unit. In another embodiment, critical data, such as game historydata stored in the power-hit tolerant memory 630 can be moved from thepower-hit tolerant memory 630 to the mass storage unit 620 at periodicintervals for archival purposes and to free up space in the power-hittolerant memory 630.

The gaming device 604 can include security circuitry 622, such assecurity sensors and circuitry for monitoring the sensors. The securitycircuitry 622 can be configured to operate while the gaming device isreceiving direct power and operational to provide game play as well aswhen the gaming device is uncoupled from direct power, such as duringshipping or in the event of a power failure. The gaming device 604 canbe equipped with one or more secure enclosures, which can include locksfor limiting access to the enclosures. One or more sensors can belocated within the secure enclosures or coupled to the locks. Thesensors can be configured to generate signals that can be used todetermine whether secure enclosures have been accessed, locks have beenactuated or the gaming device 604, such as a PED has been moved to anunauthorized area. The security monitoring circuitry can be configuredto generate, store and/or transmit error events when the securityevents, such as accessing the interior of the gaming device, haveoccurred. The error events may cause the game controller 606 to placeitself in a “safe” mode where no game play is allowed until the errorevent is cleared.

The server 602 can be configured to provide one or more functions togaming devices or other servers in a gaming system 600. The server 602is shown performing a number of different functions. However, in variousembodiments, the functions can be divided among multiple servers whereeach server can communicate with a different combination of gamingdevices. For instance, player interface support 636 and gaming devicesoftware 638 can be provided on a first server, progressives can beprovided on a second server, loyalty program functions 640 andaccounting 648 can be provided on a third server, linked gaming 644 canbe provided on a fourth server, cashless functions 646 can be providedon a fifth server and security functions 650 can be provided on a sixthserver. In this example, each server can communicate with a differentcombination of gaming devices because each of the functions provided bythe servers may not be provided to every gaming device in the gamingsystem 600. For instance, the server 602 can be configured to provideprogressive gaming functions to gaming devices 604, 652 and 656 but notgaming device 654. Thus, the server 602 may not communicate with themobile gaming device 654 if progressive functions are not enabled on themobile gaming device at a particular time.

Typically, each server can include an administrator interface thatallows the functions of a server, such as 602, to be configured andmaintained. Each server 602 can include a processor and memory. In someembodiments, the servers, such as 602, can include a game controllerwith components, such as but not limited to a power-hit tolerant memory630, a trusted memory 632 and an RNG 634 described with respect togaming device 604. The servers can include one or more networkinterfaces on which wired or wireless communication protocols can beimplemented. Next, some possible functions provided by the server 602are described. These functions are described for the purposes ofillustration only and are not meant to be limiting.

The player interface support 636 can be used to serve content to gamingdevices, such as 604, 652, 654 and 656, remote to the server. Thecontent can include video and audio content that can be output on one ofthe player interfaces, such as 608, 652 a, 654 a and 656 a. Further, thecontent can be configured to utilize unique features of a particularplayer interface, such as video displays, wheels or reels, if theparticular player interface is so equipped.

In one embodiment, via the player interface support, content can beoutput to all or a portion of a primary video display that is used tooutput wager-based game outcomes on a player interface associated with agaming device. For instance, a portion of the primary display can beallocated to providing a “service window” on the primary video displaywhere the content in the service window is provided from a server remoteto the gaming device. In particular embodiments, the content deliveredfrom the server to a gaming device as part of the player interfacesupport 636 can be affected by inputs made on the gaming device. Forinstance, the service window can be generated on a touch screen displaywhere inputs received via the service window can be sent back to server602. In response, to the received inputs, the server 602 can adjust thecontent that is displayed on the remote gaming device that generated theinputs.

The “service window” application can be generated by software code thatis executed independently of other game controller software in a secure“sandbox.” Via the sandbox, an executable can be given limited access tovarious resources on an EGM, such as a portion of the CPU resources andmemory available on a game controller. The memory can be isolated fromthe memory used by other processes, such as game processes executed bythe game controller.

As described above, a service window application can be allowed tocontrol, send and/or receive data from secondary devices on a gamingdevice, such as a video display, a touch screen power interfaces orcommunication interfaces. A service window application allowed toutilize a communication interface, such as a wireless communicationinterface, can be configured to communicate with a PED via thecommunication interface. Thus, a service window application can beconfigured to implement attract features as described aboveindependently of a game controller on an EGM. Further details ofutilizing a service window on a gaming device on an EGM are described inU.S. patent application Ser. No. 12/209,608, by Weber et al., filed Sep.12, 2008, titled “Gaming Machine with Externally Controlled ContentDisplay,” which is incorporated herein by reference in its entirety andfor all purposes.

In another embodiment, via the video display, the service windowapplication can be configured to output data in an optical image format,such as a 1-D/2-D bar-code or a QR code. The optically formatted datacan be captured by a camera on the PED. For instance, a receiptindicating the acceptance of a virtual ticket voucher or virtualcurrency on the gaming device can be displayed in the service window ina QR code format and transferred to a user's PED via an image capturedevice on their PED. In another embodiment, virtual ticket voucherinformation can be transferred to a PED as optically formatted imagedata.

If a player's identity is known, then the player interface support 636can be used to provide custom content to a remote gaming device, such as604. For instance, a player can provide identification information, suchas information indicating their membership in a loyalty program, duringtheir utilization of a gaming device. The custom content can be selectedto meet the identified player's interests. In one embodiment, theplayer's identity and interests can be managed via a loyalty program,such as via a loyalty program account associated with loyalty function640. The custom content can include notifications, advertising andspecific offers that are determined to be likely of interest to aparticular player.

The gaming device software function 638 can be used to provide downloadsof software for the game controller and/or second controllers associatedwith peripheral devices on a gaming device. For instance, the gamingdevice software 638 may allow an operator and/or a player to select anew game for play on a gaming device. In response to the game selection,the gaming device software function 638 can be used to download gamesoftware that allows a game controller to generate the selected game. Inanother example, in response to determining that a new counterfeit billis being accepted by bill acceptors in the gaming system 600, the gamingdevice software function 638 can be used to download a new detectionalgorithm to the bill acceptors that allow the counterfeit bill to bedetected.

The progressive gaming function 642 can be used to implement progressivegame play on one or more gaming devices. In progressive game play, aportion of wagers associated with the play of a progressive game isallocated to a progressive jackpot. A group of gaming devices can beconfigured to support play of the progressive game and contribute to theprogressive jackpot. In various embodiments, the gaming devicescontributing to a progressive jackpot may be a group of gaming devicescollocated near one another, such as a bank of gaming machines on acasino floor, a group of gaming devices distributed throughout a singlecasino, or group of gaming devices distributed throughout multiplecasinos (e.g., a wide area progressive). The progressive gaming function642 can be used to receive the jackpot contributions from each of thegaming devices participating in the progressive game, determine acurrent jackpot and notify participating gaming devices of the currentprogressive jackpot amount, which can be displayed on the participatinggaming devices if desired.

The loyalty function 640 can be used to implement a loyalty programwithin a casino enterprise. The loyalty function 640 can be used toreceive information regarding activities within a casino enterpriseincluding gaming and non-gaming activities and associate the activitieswith particular individuals. The particular individuals can be known ormay be anonymous. The loyalty function 640 can used to store a record ofthe activities associated with the particular individuals as well aspreferences of the individuals if known. Based upon the informationstored with the loyalty function 640 comps (e.g., free or discountedservices including game play), promotions and custom contents can beserved to the particular individuals.

The linked gaming function 644 can be used to used provide game playactivities involving player participating as a group via multiple gamingdevices. An example, a group of player might be competing against oneanother as part of a slot tournament. In another example, a group ofplayers might be working together in attempt to win a bonus that can beshared among the players.

The cashless function 646 can enable the redemption and the dispensationof cashless instruments on a gaming device. For instance, via thecashless function, printed tickets, serving as a cashless instrument,can be used to transfer credits from one gaming device to another gamingdevice. Further, the printed tickets can be redeemed for cash. Thecashless function can be used to generate identifying information thatcan be stored to a cashless instrument, such as a printed ticket, thatallows the instrument to later be authenticated. After authentication,the cashless instrument can be used for additional game play or redeemedfor cash.

The accounting function can receive transactional information fromvarious gaming devices within the gaming system 600. The transactionalinformation can relate to value deposited on each gaming device andvalue dispensed from each gaming device. The transactional information,which can be received in real-time, can be used to assess theperformance of each gaming device as well as an overall performance ofthe gaming system. Further, the transactional information can be usedfor tax and auditing purposes.

The security function 650 can be used to combat fraud and crime in acasino enterprise. The security function 650 can be configured toreceive notification of a security event that has occurred on a gamingdevice, such as an attempt at illegal access. Further, the securityfunction 650 can receive transactional data that can be used to identifyif gaming devices are being utilized in a fraudulent or unauthorizedmanner. The security function 650 can be configured to receive, storeand analyze data from multiple sources including detection apparatuslocated on a gaming device and detection apparatus, such as cameras,distributed throughout a casino. In response to detecting a securityevent, the security function 650 can be configured to notify casinopersonnel of the event. For instance, if a security event is detected ata gaming device, a security department can be notified. Depending on thesecurity event, one or more team members of the security department canbe dispatched to the vicinity of the gaming device. Next, a perspectivediagram of a slot-type gaming device that can include all or a portionof the components described with respect to gaming device 604 isdescribed.

FIG. 5 shows a perspective drawing of a gaming device 700 in accordancewith the described embodiments. The gaming device 700 is example of whatcan be considered a “thick-client.” Typically, a thick-client isconfigurable to communicate with one or more remote servers but providesgame play, such as game outcome determination, independent of the remoteservers. In addition, a thick-client can be considered as such becauseit includes cash handling capabilities, such as peripheral devices forreceiving cash, and a secure enclosure within the device for storing thereceived cash. In contrast, thin-client device, such as a mobile gamingdevice, may be more dependent on a remote server to provide a componentof the game play on the device, such as game outcome determination,and/or may not include peripheral devices for receiving cash and anassociated enclosure for storing it.

Many different configurations are possible between thick and thinclients. For instance, a thick-client device, such as 700, deployed in acentral determination configuration, may receive game outcomes from aremote server but still provide cash handling capabilities. Further, theperipheral devices can vary from gaming device to gaming device. Forinstance, the gaming device 700 can be configured withelectro-mechanical reels to display a game outcome instead of a videodisplay, such as 710. Thus, the features of gaming device 700 aredescribed for the purposes of illustration only and are not meant to belimiting.

The gaming device 700 can include a main cabinet 702. The main cabinet702 can provide a secure enclosure that prevents tampering with thedevice components, such as a game controller (not shown) located withinthe interior of the main cabinet and cash handing devices including acoin acceptor 720, a ticket printer 726 and a bill acceptor 718. Themain cabinet can include an access mechanism, such as door 704, whichallows an interior of the gaming device 700 to be accessed. Theactuation of the door 704 can be controlled by a locking mechanism, suchas lock 716. The lock 716, the door 704 and the interior of the maincabinet 702 can be monitored with security sensors for detecting whetherthe interior has been accessed. For instance, a light sensor can beprovided to detect a change in light-level in response to the door 704being opened.

The interior of the main cabinet 700 can include additional secureenclosure, which can also be fitted with locking mechanisms. Forinstance, the game controller, such as game controller 606, shown inFIG. 4, can be secured within a separate locked enclosure. The separatelocked enclosure for the game controller may allow maintenance functionsto be performed on the gaming device, such as emptying a drop box forcoins, emptying a cash box or replacing a device, while preventingtampering with the game controller. Further, in the case of device witha coin acceptor, 720, the separate enclosure can protect the electronicsof the game controller from potentially damaging coin dust.

A top box 706 can be mounted to the top of the main cabinet 702. Anumber of peripheral devices can be coupled to the top box 706. In FIG.5, a display device 708 and a candle device 714 are mounted to the topbox 706. The display device 708 can be used to display informationassociated with game play on the gaming device 700. For instance, thedisplay device 708 can be used to display a bonus game presentationassociated with the play of a wager-based game (One or more bonus gamesare often features of many wager-based games). In another example, thedisplay device 708 can be used to display information associated with aprogressive game, such as one or more progressive jackpot amounts. Inyet another example, the display device 708 can be used to display anattract feature that is intended to draw a potential player's attentionto the gaming device 700 when it is not in use.

The candle device 714 can include a number of lighting elements. Thelighting elements can be lit in different patterns to draw attention tothe gaming device. For instance, one lighting pattern may indicate thatservice is needed at the gaming device 700 while another light patternmay indicate that a player has requested a drink. The candle device 714is typically placed at the top of gaming device 700 to increase itsvisibility. Other peripheral devices, including custom bonus devices,such as reels or wheels, can be included in a top box 706 and theexample in FIG. 5 is provided for illustrative purposes only. Forinstance, some of the devices coupled to the main cabinet 702, such asprinter 726, can be located in a different top box configuration.

The gaming device 700 provides a player interface that allows the playof a game, such as wager-based game. In this embodiment, the playerinterface includes 1) a primary video display 710 for outputting videoimages associated with the game play, 2) audio devices, such as 722, foroutputting audio content associated with game play and possibly casinooperations, 3) an input panel 712 for at least providing game playrelated inputs and 4) a secondary video display 708 for outputting videocontent related to the game play (e.g., bonus material) and/or thecasino enterprise (e.g., advertising). In particular embodiments, one orboth of the video displays, 708 and 710, can be equipped with a touchscreen sensor and associated touch screen controller, for detectingtouch inputs, such as touch inputs associated with the play of a game ora service window output to the display device.

The input panel 712 can include a number of electro-mechanical inputbuttons, such as 730, and/or touch sensitive surfaces. For instance, theinput panel can include a touch screen equipped video display to providea touch sensitive surface. In some embodiments, the functions of theelectro-mechanical input buttons can be dynamically reconfigurable. Forinstance, the function of the electro-mechanical input buttons may bechanged depending on the game that is being played on the gaming device.To indicate function changes, the input buttons can each include aconfigurable display, such as an e-ink or a video display for indicatingthe function of button. The output of the configurable display can beadjusted to account for a change in the function of the button.

The gaming device 700 includes a card reader 728, a printer 726, a coinacceptor 720, a bill and/or ticket acceptor 720 and a coin hopper (notshown) for dispensing coins to a coin tray 732. These devices canprovide value input/output capabilities on the gaming device 700. Forinstance, the printer 726 can be used to print out tickets redeemablefor cash or additional game play. The tickets generated by printer 726as well as printers on other gaming devices can be inserted into billand ticket acceptor 718 to possibly add credits to the gaming device700. After the ticket is authenticated, credits associated with theticket can be transferred to the gaming device 700.

The device 718 can also be used to accept cash bills. After the cashbill is authenticated, it can be converted to credits on the gamingdevice and used for wager-based game play. The coin acceptor 720 can beconfigured to accept coins that are legal tender or tokens, such astokens issued by a casino enterprise. A coin hopper (not shown) can beused to dispense coins that are legal tender or tokens into the cointray 732.

The various aspects, embodiments, implementations or features of thedescribed embodiments can be used separately or in any combination.Various aspects of the described embodiments can be implemented bysoftware, hardware or a combination of hardware and software. Thecomputer readable medium is any data storage device that can store datawhich can thereafter be read by a computer system. Examples of thecomputer readable medium include read-only memory, random-access memory,CD-ROMs, DVDs, magnetic tape and optical data storage devices. Thecomputer readable medium can also be distributed over network-coupledcomputer systems so that the computer readable code is stored andexecuted in a distributed fashion.

The foregoing description, for purposes of explanation, used specificnomenclature to provide a thorough understanding of the invention.However, it will be apparent to one skilled in the art that the specificdetails are not required in order to practice the invention. Thus, theforegoing descriptions of specific embodiments of the present inventionare presented for purposes of illustration and description. They are notintended to be exhaustive or to limit the invention to the precise formsdisclosed. It will be apparent to one of ordinary skill in the art thatmany modifications and variations are possible in view of the aboveteachings.

The embodiments were chosen and described in order to best explain theprinciples of the invention and its practical applications, to therebyenable others skilled in the art to best utilize the invention andvarious embodiments with various modifications as are suited to theparticular use contemplated. It is intended that the scope of theinvention be defined by the following claims and their equivalents.While the embodiments have been described in terms of several particularembodiments, there are alterations, permutations, and equivalents, whichfall within the scope of these general concepts. It should also be notedthat there are many alternative ways of implementing the methods andapparatuses of the present embodiments. It is therefore intended thatthe following appended claims be interpreted as including all suchalterations, permutations, and equivalents as fall within the truespirit and scope of the described embodiments.

The invention is claimed as follows:
 1. A device comprising: aprocessor; and a memory device which stores a plurality of instructions,which when executed by the processor, cause the processor to: detect ifa mobile device is within a designated range of a designated area of ahousing of an electronic gaming machine, wherein said mobile devicestores authentication information associated with a player, andresponsive to the mobile device being detected to be within thedesignated range of the designated area of the housing of the electronicgaming machine: generate a logon code, and cause the generated logoncode to be wirelessly transmitted to the mobile device, wherein adetermination occurs whether to automatically log in the player based onthe generated logon code and the stored authentication information. 2.The device of claim 1, wherein the player is automatically logged inresponsive to a server determining that a logon code wirelesslytransmitted from the mobile device to the server matches the logon codewirelessly transmitted to the mobile device.
 3. The device of claim 2,wherein the authentication information is wirelessly transmitted to theserver with the logon code.
 4. The device of claim 3, wherein the serverdetermines if the authentication information is associated with a playeraccount.
 5. The device of claim 1, wherein when executed by theprocessor after the logon code is wirelessly transmitted to the mobiledevice, the plurality of instructions cause the processor to wirelesslyreceive data from the mobile device.
 6. The device of claim 5, whereinthe data includes a logon code and the stored authenticationinformation.
 7. The device of claim 6, wherein when executed by theprocessor, the plurality of instructions cause the processor toautomatically log the player in if the logon code wirelessly transmittedfrom the mobile device matches the logon code wirelessly transmitted tothe mobile device.
 8. The device of claim 1, wherein wirelesslytransmitting the login code to the mobile device includes emittingnear-field radio waves.
 9. The device of claim 1, wherein the login codeexpires after a period of time.
 10. The device of claim 1, wherein theprocessor is supported by the housing of the electronic gaming machine.11. A method of operating a device, said method comprising: detecting ifa mobile device is within a designated range of a designated area of ahousing of an electronic gaming machine, wherein said mobile devicestores authentication information associated with a player, andresponsive to the mobile device being detected to be within thedesignated range of the designated area of the housing of the electronicgaming machine: generating, by a processor, a logon code, and causingthe generated logon code to be wirelessly transmitted to the mobiledevice, wherein a determination occurs whether to automatically log inthe player based on the generated logon code and the storedauthentication information.
 12. The method of claim 11, wherein theplayer is automatically logged in responsive to a server determiningthat a logon code wirelessly transmitted from the mobile device to theserver matches the logon code wirelessly transmitted to the mobiledevice.
 13. The method of claim 12, wherein the authenticationinformation is wirelessly transmitted to the server with the logon code.14. The method of claim 13, wherein the server determines if theauthentication information is associated with a player account.
 15. Themethod of claim 11, further comprising, after the logon code iswirelessly transmitted to the mobile device, wirelessly receiving datafrom the mobile device.
 16. The method of claim 15, wherein the dataincludes a logon code and the stored authentication information.
 17. Themethod of claim 16, further comprising automatically logging the playerin if the logon code wirelessly transmitted from the mobile devicematches the logon code wirelessly transmitted to the mobile device. 18.The method of claim 11, wherein wirelessly transmitting the login codeto the mobile device includes emitting near-field radio waves.
 19. Themethod of claim 11, wherein the login code expires after a period oftime.